You are on page 1of 68
War Captain’s Companion: Bo te ee Stoneship Tsunami Zoocratt Argosy ‘Armada Cuttle Command Deathspider Jade Spider Commandship Monarch Class Armada Vodon! Diamond Dreadnought Flying Pyramid Mammoth Whaleship Battlewagon Battle Dolphin Deathglory Leaf-Ship ‘Octopus Clipper ‘Quad of Thay Barge of Ptah Galleon, Specesea Giant Hammership Hunter-Killer Man-o-War Mantis ‘Scorpion Werewolf Antlership Bloatfly Batship Dragonship ‘Squid Ship Trop. Galleon Great Bombard Mindspider Nightwott Turtle Ship spo Eagle Ship lambus Nautiloid Angelship ‘Swan Ship Tonnage 1,500,000 400 300-700 300 200 200 150 100 100 100 100 100 100 90 90. 90. 90 80 70 70 70 70 65 63 60. 60 60 60 60 60 60 60 50-100 48. 45 45 45 45 40 40 40 40 40 40 39 35, 35 33 32 Ships by Tonnage Human, Race Unknown Unknown Dwarf Xorn Human (We) Any Grav elt ‘Mind Flayer Vodoni Mind Flayer Undead Care, Human, Human, Human, Spacesea Ef, Human, Lizard- Human’ ‘Mind Flayer Mind Flayer ‘Sero ‘Any Gnome Thri-kreen Mind Flayer Gift Human Hum ‘Mind Flayer Vodoni Elf, Human ‘Sero Ore Vodoni Undead Lizardman Human (Shou Lung) Human Gnoll, Goblin, Human, ‘Mind Flayer Human (Groundling) Human, Giff ‘Mind Flayer Dohwar ‘Aarakocra Human Mind Player Kobold EN, Giff, Halfling, Human, ind Flayer Ship Name Whelk Porcupine Ship Quentin's Libraria Shrikeship Sidewheeler nity Ship Vagabond Vipership Lamprey Ship Bolaship Cargo Barge Radiant Ship Tradesmen ‘Tyrant Ship 09 Dolphin-Shuttle Eel Ship Great Galley Jade Spider ‘Junk iKicklikak Leech ‘Smalljammer Wasp Dromond Tyrant Scout Ship Xebec Skeleton Ship Caravel Coaster Damselfly Dragonfly Drakkar Yacht Yawl Hummingbird Mosquito Corbina Scalpel Ship Longship Wreckboat ‘Thorn Ship Urchin Arrow Blade Catamaran Fiitter Yaw Wagon Locust Skiff Wraith, Tonnage 30-40 12 10 700) oy we Variable Human EI, Halfling, Human Gnome Krrr Human (Aperusa) Human Humen, Goblinkin ‘Gnome Human, Mind Flayer, Neogi lt ‘Any Beholder Human (Groundling) ‘Any Humen Human (Groundling) Drow Humen (Shou Lung) insectare Neogi ‘An Human, Lizardmen Human (Groundling) Beholder Human (Grounaling) Undead Human (Grounaling) Human (Groundling) Human Elf, Human Human (Groundling) Human Gnome Human ‘Any Aarakocra Xixchil Human (Groundling) Human Thri-kreen Neog! Kobold Goblin Human El Gnome Human (Wa) Rock Hopper Undead Ship Recognition Manual War Captain’s Companion: Book 2 CREDITS Design: Dale "Slade" Henson Internal Art: Mark Nelson, Diesel, Editing: John D. Rateliff Stephen D. Sullivan Cover Painting: Eric Olson Typography: Angelika Lokotz Cartography: Diesel Thanks To: Anne Brown, Timothy B. Brown, David “Zeb” Cook, Andria Hayday, Colin McComb, Bruce Nesmith, Jon Pickens, Steven Schend, Dori “The Barbarian” Watry, and Steve "Old Man” Winter. Very Special Thanks: Jeff Grubb and James M. Ward. ADVANCED DUNGEONS & DRAGONS isa registered trademark owned by TSR, Inc 'SPELLIAMMER and the TSR logo are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Lid. Distributed tothe toy and hobby trade by regional distributors. This SPELLIAMMER accessory is protected under the copyright laws ofthe United States of America ‘Any reproduction or other unauthorized use ofthe material or artwork herein is prohibited without the express written permission of TSR, inc Printed in the U.S.A. Copyright © 1992 TSR, Inc.All Rights Reserved TSR, Inc. TSR Led. P.O. Box 756 120 Church End Lake Geneva Cherry Hinton wi 53147 Cambridge, CBI 3LB USA. United Kingdom ISBN 1-56076-343.3 Table of Contents Introduction Loma Sewers aml Leaf-Ship Leech ........ Definition of Terms .........2.-.00 5 Locust eta Longship Ships of the Spelljammer Universe ...........6 Mammoth Angelship conte Man-o-War Antlership - eae Mantis . Se Argosy... 02... naieee Mindspider Armada... wars gna seRe cee Mosquito... ‘Armada, Monarch Class. 8 Noutiloid ....- = Barge of Ptah Battle Barge) « 8 Nightwolf (Vodoni Scout) Batship ........ 9 Octopus (Tailgunner) ... .- Battlewag Porcupine Ship (Spine-Ship) . Blade (Arrow). Quad of Thay...-...+ Bloatfly . ‘Quentin's Libraria Bolaship Radiant Ship . . Ceravel Scalpel Ship Cergo Barge . Scorpion ....- Cotamaran....... Shrikeship Citadel Sidewheeler Clipper... Skeleton Ship (Boneship)« Coaster... Skiff... 8 Cog... Smailjammer Corbina... Space Leviathar Cuttle Comms Spelljammer . Damselfly Squid Ship Deathglory .-- is ea es a Stoneship Dena PIE mene esc cacniad Hv eaeae ‘Swan Ship ... mene Dolphin, Battle ThornShip ooo Dolphin-Shuttle Tradesman (Fish Ship) Dragonfly .... Triop _ Dragonship THANE ws. op ex ctv en eo Drakkar Turtle Ship (Battleboat) - Dreadnought ‘Tyrant Scout Ship . Dromond . . Tyrant Ship Eagle Ship - Unity Ship Eel Ship .. Grehin 6.22222 Flitter Uspo, Dohwar : Flying Pyramid . Vagabond : Galleon ..... Vipership (Darkviper) Galleon, Spacesea Giant Vodoni Diamond. Great Bombard Wasp Great Galley... Werewolf (Vodoni Butcher) Hammership Whaleship Hummingbird Whelk ... HunterKiller(Vodoni Assessin) Wraith lambus...... Wreckboat Jade Spider Xebec sade Spider Commandship Yacht dunk ..2. 2 Yaw! Klicklikak Yaw! Wagon Lamprey Ship Zoocraft (Ark; Gardenship) ....... Other Ship Configurations Bee Class Wasp Black Widow Bombard Ram Broodship Lander Bumble Bee Damselfly, Super Heavy Domed Deck Dragonfly, Heavy Dreadnought, Heavy . Dreadnought, Pirate - Firefly ....ceeee Firewinds a Flaming Dragons . . Fleet Footed Wasp Flitter, Depowered Table of Contents 59 259 259 59 59 +59 59 59 159 59 260 60 60 60 60 -60 Fitter, Wild Gnat Hemmership, Heavy. Juggernaut Killer Whales Man-o-War, Wild’. Narwhal Power Whelk Snowflakes Speed Clipper Stinger ~ Tradesman, Light Cruiser’. Tyrant Rammer Tyrant Wrecks . Blank Ship Work Sheets .. Assembly Instructions . Looking through eyes of terror, Captain Icarus scanned the siygian depths of wildspace. He knew it was out there: taunting, flexing its claws, waiting for the right time to strike. Suddenly, Fingers, the rogue crew member, screamed in terror and agony as a bal- lista shot sliced through his unprotected chest, spilling his dark, red blood onto the deck of the ship. The crew erupted in cries of panic, many running for the Wreck boats. Frantically, Icarus screamed orders (o his elven crew as the abomination flew into the Man-o-War on bated wing, but his voice fell on deaf ears. All they could do was gasp in horror as the 180-foot terror bit into the flesh of the ship, its monstrous, crystalline claws raking the tender underbelly with jaww-shattering scrapes. The spelicasters returned fire with their cache of spells, only to have them reflected back with un: daunted severity The pirates swooped onto the elven ship in a fury unmatched since the Unhuman Wars. Never before had Icarus believed he would meet his match. He scanned the dead and dying remnants of his crew and pt. Icarus bent his head, preparing for the worst. ‘How do you fight such a beast?” he thought as a mer ciless pirate charged at him with her halberd. The only answer he received was the tear flowing down his cold cheek How do you fight such a beast?” This question has flowed across many a captain's lips as he faces seemingly unstoppable opponents. Undoubtedly, these same words fell from your lips as well. If so, this manual is for you. DEFINI Name: common name of the ship type described. Built By: the races that build this type of ship. sed Primarily By: the major races that use this type of ship. Other races may use this ship type, but those listed are the most common. Cost: the price the Arcane charge for the craft in new, unmodified condition. Modified, upgraded, or damaged condition can vary the price greatly. ‘Tonnage: the tonnage of a ship determines its Hull Points as well as the amount of crew and passengers that may safely be aboard Hull Points: the amount of damage the ship can withstand before breaking apart. One Hull Point equals 10 hit points. Crew: the number before the slash dictates the number of sailors required to operate the craft with ut sacrificing maneuverability; this includes offi cers, helmsman, end navigator but not weapon crews. The number following the slash is the maxi mum number of man-sized passengers and crew the ship can safely carry without straining its air enve- lope. Many ships regularly carry crews in excess of this number, but this is @ risky proceeding that en: dangers the ship's air supply. Maneuverability Class (MC): the rating for the ship’s maneuverability. This affects the ship's ability to turn and evade in combat. A is the best maneuver ability class, while G is the worst. Landing: whether the ship can land safely on water or land without damaging the craft. This does not af: fect ships in orbit or the ability to use space docks. If a percentage is given, that is the chance the craft has. of landing on that type of surface (whether water or land) successfully. ‘Armor Rating (AR): the strength of the ship's hull; roughly equivalent to a character's Armor Class. Saves As: the saving throw category for the ship. See the Saving Throw table in Combat Among the Stars. Power Type: the form of spelljammer engine usu ally found with this type of ship. Replacement and alternative engines are common, but in general this, type of engine is best suited for this ship. Ship's Rating (SR): the speed of the ship in com bat (combat occurs at Tactical Speed). In ships using major or minor helms, the speed will vary according to the level of the spelicaster manning the helm and the type of helm in use. Standard Armament: the typical weaponry of this type of ship, as well as the crew required to load and fire them (these are in addition to crew needed for ship maneuvering). After each weapon is the firing arc, indicating which directions the weapon can fire: Forward (F), Aft (A), Port (P), and Starboard (S): Cargo Capacity: the amount of space available for cargo, passengers, and other sundries. This capacity is the remaining space available once the amounts required for crew, weapons, and the helm are taken into account. This space may be filled with food, trading goods, passengers, or extra weapons. Keel Lengt! stem to stern, fhe length of the ship's hull from Beam Width: the width of the ship's hull at its wid: est point. Description: a general summary of the ship and its appearance. This section also details the most com: mon uses for this type of craft. eee am eae helm eu Ra MCU eeu ea Rea Te) 2 of thi aa Pee gee ee Ccceee ieee) racter card” for a ship can be found on page 93 in the War Captair 's Guide, the first SRO Na Ou 5 SHIPS OF THE SPELLWIAMMER UNIVERSE Name: Angelship Bullt By: Kobolds sed Primarily By: Kobolds Cost: 33,000 ap Tonnage: 33 tons Hull Points: 33, Crew: 8/33 Maneuverability Class: C Landing—Land: Yes Landing—Water: No ‘Armor Rating: 6 Saves As: Thick wood Power Type: Minor helm Ship's Rating: As per helmsman Standard Armament: 2 Medium ballistae (F) Crew: 2 each 1 Medium catapult (A) Crew: 3 1 Blunt ram (F) Cargo Capacity: 21 tons Keel Length: 130’ Beam Width: 135° Description: Rarely seen nowadays, these basic but versatile ships were the backbone of the kobold space presence until they were all but wiped from the void by the elven fleet during the Unhuman Wars. Named for a kobold legend of beautiful, winged be- ings who healed fallen warriors, these ships have dis- tinctive flaring wings, making them well-suited for movement in planetary atmospheres. The crew sizes given above are for humans. For kobolds and other S-sized creatures, the minimum ‘crew size is 12, and the maximum is 66. The Angelship is now used primarily as a trading vessel. Rumor, however, has it that a few kobold war- ships are still active, Painted black and cloaked by invisibility spells, these “Night Angels” are both deadly and (fortunately) rare. Name: Antlership Built By: Unknown sed Primarily By: Undead Cost: 75,000-150,000 gp Tonnage: 50-100 tons Hull Points: 50-100 Crew: 5-10/50:100 Maneuverability Class: E Landing—Land: No Landing—Water: No ‘Armor Rating: 3 Saves As: Bone Power Type: Major helm Ship's Rating: As per heimsman ‘Standard Armament: 2 Light catapults (360°) Crew: 1 each 2 Rams (special) (F) Cargo Capacity: 25-50 tons Keel Length: 45 Beam Width: 250° Description: Antlerships are theoretically con. structed from the antlers of gargantuan celestial beasts. To date, however, no spacefarer has seen the creatures themselves—at least none who has sur- vived to report the encounter. Each Antlership has two rams, one for each part of the antler. These rams are considered blunt rams for most attacks, piercing the hull of an enemy craft only on a critical roll of 19 or 20, There is only one deck on these craft, so the spell- jamming helm is located in plain sight of enemy fire. For this reason, Antlerships tend to have up to 2d4 “helms” scattered through the ship, all of them manned but only one capable of powering the ship. When a PC is trying to attack and disable the helm, the DM should determine which is the true helm pri or to the called shot. SHIPS OF THE SPELLIAMMER UNIT Name: Argosy Built By: Gravs Used Primarily By: Gravs Cost: 300,000 gp Tonnage: 150 tons Hull Points: 150 Crew: 55/200 Maneuverability Class: D Landing—Land: Yes Landing—Water: No Armor Rating: 0 Saves As: Stone Power Type: Grav helm Ship's Rating: As per helmsman Standard Armamer 2 Heavy ballistae (F, A) Crew: 4 each 2 Medium ballistae (P, S) Crew: 2 each ‘Cargo Capacity: 100 tons Keel Length: 175° Beam Width: 175° Description: The grav ship, the Argosy, strongly resembles the dwarven Citadel. The ship's stone sur- face is pitted and scarred with craters, much like an airless moon. Some craters are concealed portholes. One part of the Argosy is flattened, allowing it to land and take on passengers and precious cargo. Most of the interior of the ship is taken up by cargo space for mined ore and gems. Both the Miner gravs and their Elite overseers sleep in the cargo holds. ‘The Argosy’s armaments are strictly for defense. The ballistae are hidden within the deep craters to keep their ship nonthreatening in appearance. One curious feature of the Argosy is that the ship's air en- velope is completely contained within the ship's hol- low interior. The exterior of the ship does not attract any atmosphere whatsoever, even though it has a gravity. This helps facilitate the dead-rock illusion the grav prefer their ships to have. Name: Armada Built By: Elves Used Primarily By: Elves Cost: 400,000 gp Tonnage: 100 tons Hull Points: 100 Crew: 40/100 ‘Maneuverability Clas: Landing—Land: No Landing—Water: No Armor Rating: 5 Saves As: Ceramic Power Type: Major helm Ship's Rating: As per helmsman ‘Standard Armament: 6 Heavy catapults (3-P, 3-S) Crew: 5 each 6 Heavy ballistae (3-F, 3-A) Crew: 4 each 2 Heavy jettisons (A) Crew: 4 each 3 Bombards (F, S, P) (Optional) Crew: 3 each argo Capacity: 50 tons Description: The largest of the elven ships, the Ar mada is reserved exclusively for the elven nations. Possession of an Armada by anyone else is punish- able by death at the hands of the elven fleet. The elven Armada is built along a butterfly-like body, but the wings are straightened and strength. ened so that the upper surfaces form a landing sur- face for elven Flitter ships. The chief use of the Armada is as a base for large military actions. Their heavy firepower and accom- paniment of Flitters make them particularly deadly. Each Armada has 40 Flitters (5 of them with spell- jamming helms) for use as strike craft to disable enemy heavy weapon emplacements or seize the enemy's bridge. SHIPS OF THE SPELLAMMER UNIVERSE Name: Armada, Monarch Class Built By: Elves (obsolete design) Used Primarily By: Drow 100,000 gp 100 tons Maneuverability Class: Landing—Land: No Landing—Weter: No ‘Armor Rating: 4 Saves As: Ceramic Power Type: Major helm Ship's Rating: As per helmsman ‘Standard Armament: 2 Heavy catapults (F) Crew: 5 Each 4 Heavy ballistae (2-F, 2-A) Crew: 4 Each 2 Heavy jettisons (2-A) Crew: 4 each 2 Bombards (PS) Crew: 3 each Cargo Capacity: 50 tons Keel Length: 300' Beam Width: 50° Description: Only half a dozen of these rare ships were built by the elves before the Unhuman Wars, when the design was abandoned. The configuration of the Monarch class is quite different from the more ‘common Armada ships now in use. The citadel is carved from the body of the ship, rather than built on top of it. Like the modern Armadas, Monarchs are primarily used as carriers for large complements of tiny Flitters. ‘The wings are not the familiar green color of the current Armadas; instead, they are colored orange fe the monarch butterflies of Toril. Unlike more modern elven ships. the wings of Monarch-class Ar madas are made from a nonliving material and can: not repair themselves once damaged. Name: Barge of Ptah (Battle Barge) Built By: Humans Used Primarily By: Humans Cost: 60,000 gp Tonnage: 60 tons Hull Points: 60 Crew: 24/60 Maneuverability Clas: Landing—Land: No Landing—Water: Yes ‘Armor Rating: 8 ‘Saves As: Thin wood Power Type: Major helm Ship's Rating: As per helmsman Standard Armament: 6 Medium ballistae (3-FP, 3-FS) Crew: 2 each 4 Medium catapults (2-F, 2-A) Crew: 3 each 2 Medium jettisons (2-A) Crew: 3 each Piercing ram (F) Cargo Capacity: 40 tons Keel Length: 145’ Beam Width: 60° Description: Built to defend early spacefaring hu- ‘mans against orc, ogre, kobold, and goblin attacks, the Barges of Ptah (also known as the Battle Barges) were home to the faithful of Ptah. Designed as or- nate, mobile temples in space where the clerics of Ptah could live and minister to the spacefaring faith- ful, the Barges became famous across space as ref- luges where strickened folk could find healing and help in repairing their ships. The templeships grew rich from tithes charged for these services. Unfortunately, these treasures attracted pirates and other raiders. Slow and clumsy in battle, Battle Barges offered little protection for their crews and often proved to be deathtraps for all on board. Many riddled Barges drift abandoned in the flow, while on- ly a few still fulfill their original function. SHIPS OF THE SPELLIAMMER UNIW Name: Batship (Unique) Built By: An unknown human mage Used Primarily By: Humans Cost: 225,000 gp Tonnage: 45 tons Hull Points: 45, Crew: 1/45 Maneuverability Cla: Landing—Land: Yes Landing—Water: No Armor Rating: 3 Saves As: Best of Metal and Crystal Power Type: Unique ‘Ship's Rating: 4 ‘Standard Armament: 4 Light ballistae (1-FP, 1-FS, 2-A) Crew: I each Quasi-breath weapon (17 die fireball) (F) 2 Claw attacks (1-2 Hull Points) (F) 1 Bite attack (1-4 Hull Points. A critical hit roll of 20 will cause Spelljammer Shock to the victim’ Special ship.) (F) 1 Grappling-hook tail (1 Hull Point. Usually used 28 a towing device.) (360°) Cargo Capacity: 23 tons Keel Length: 180" Beam Width: 30° Wingspan: 150° Description: This ship looks like a giant bat with crystalline teeth and a metallic hide, giving it the best saving throws of metal and crystal. It looks so much like a living creature that many believe it to be ‘one. It has two exposed decks: one along its stomach and another on its back. A long ladder within an rior corridor connects the two decks. The ship has two modes. During flight mode it ap- pears as other spelljamming craft: flat, with two ‘exposed decks. When it enters battle mode, the ship curls and attacks feet first. The gravity plane bends to match the pitch change of battle mode. The ship is controlled by a box helm, a large obsid- ian cube that magically keeps alive the trapped, levi- tating mage inside. While inside this helm, the mage undergoes sensory deprivation and can only feel the ship's body, not his or her own. Whenever the mage moves, the Batship responds in a like manner, allow: ing the helmsman to control every aspect of ship movement, be it wings, head, legs, etc. In addition to this, the Batship detects all other spelljamming ships within 10,000 yards (20 hexes), a distance of over five miles. The wings give the Batship protection as per & cloak of reflection, plus immunities to any helm alter- ing or damaging spells, reflecting them back to the caster's ship. It reflects magic missile, irritation, ray of enfeeblement, all polymorph, hold, and slow spells, and feeblemind, as well as nullifying shocking grasp and entangle effects. The ship's maneuverability is controlled by the helmsman’s Dexterity (the current helmsman, Burnayette Skyansdanya, has a Dexterity of 19). This maneuvering is facilitated by the motion of the wings and tail. The wings do not flap but act as rud ders and pivot points. Dexterity 01-04 05-08 09.12 13-16 17.18 19+ Maneuvering Class >onoom7 ‘The Batship has several curses associated with it: * Once the helmbox is entered, there is no way out, except vie a wish spell cast from outside the box. ‘* All who board must save vs. spell with every step ‘or become charmed, becoming one of the crew un: tila remove curse Is cast on the character. ‘+ The heimsman can never die. The helmbox also does not allow the helmsman to commit suicidal acts. For the rest of the helmsman’s existence, his or her senses are limited to hearing, speech, sight, and pain. There is no way to feel anything else, not even with a wish. SHIPS OF THE SPELLUWIAMMER UNIVERSE Name: Battlewagon Built By: Scro ‘Used Primarily By: Scro Cost: 240,000 gp Tonnage: 80 tons Hull Points: 80 Crew: 40/160 Maneuverability Class: E Landing—Land: No Landing—Water: No Armor Rating: 3 Saves As: Metal Power Type: Major helm Ship's Rating: 2 Standard Armament: 4 Turret mounted bombards (360°) Crew: 3 each 1 Greek fire projector (FPS) Crew: 3 6 Medium ballistae (3-F, 3-FPS) Crew: 2 each 8 Medium catapults (2-F, 2-P, 2-S, 2-A) Crew: 3 each Blunt ram (F) Cargo Capacity: 20 tons Keel Length: 150' Beam Width: 50° Description: The massive Scro Battlewagon symbol- izes the Scro’s emerging power within the spelljam- ming arena. The Scro give their ships names intended to strike fear in their enemies. Only six Battlewagons have been built to date: Decapitator, Conflagrator, Devastator, Eviscerator, Mutilator, and Defenestrator. The Scro have inherited all the many enemies of their ore ancestors, a fact which does not disturb them in the least. Their goal is to eliminate all other races from wildspace, beginning with their nemeses, the elves. Absurd as this sounds, the deadly effi cy of the Battlewagons shows that they are a threat to be taken seriously. Name: Blade (Arrow) Built By: Goblins (Kobolds) Used Primarily By: Goblins (Kobolds) Cost: 6,000 gp Tonnage: 2 tons Hull 2 Crew: 1/2 ‘Maneuverability Class: A Landing—Land: No (see below) Landing—Water: No Armor Rating: 4 ‘Saves As: Metal Power Type: Lifejammer helm or death helm. Ship's Rating: As per victim ‘Standard Armament: 1 Greek fire projector (A) Crew: 3 ing ram (F) Cargo Capacity: " ton Keel Length: 20 Beam Width: 20° Description: Goblin Blades are small, short-range attack ships. Developed from the earlier, unarmored kobold Arrow, the Blade was primarily used in kami- kaze ram attacks against enemy ships in space bat- tles. The kobolds mainly used their ships on reckless ground raids as well as space attacks. Many ships were fitted with wooden runners to enable them to land on sand, salt pans, and flat grasslands. The skel- etons of a few ill-fated Arrows can still be found moldering on worlds scattered across space. The Blade (or Arrow) is shaped like an arrowhead, with the spelljamming helm amidship and the weap- ‘on (if any) mounted at the top rear. If unarmed, a rail: lined crew platform surrounds the weapon-mount, ‘connected by hatch and ladder to the interior. Th ship is popular among the goblinkin races and hu- mans because it is inexpensive and excellent for short-range use. The giff and gnomes use these small craft to test experimental weapons. SHIPS OF THE SPELLIAMMER UNIVERSE Name: Bloatfly Built By: Lizard men Used Primarily By: Lizard men Cost: 144,000 gp Tonnage: 48 tons Hull Points: 48 Crew: 6/40 Maneuverability Class: E Landing—Land: No Landing—Water: No ‘Armor Rating: 6 Saves As: Metal Power Type: Furnace (15%); minor helm (85%) Ship's Rating: 2 (Furnace) or as per helmsman. Standard Armament ‘36 Medium ballistae (in pairs) (4-FP, 4-FS, 10-P, 10- S, 4-AP. 4-AS) Crew: 2 each Cargo Capacity: 6 tons* Keel Length: 155° Beam Width: 55° *This is in addition to 36 tons of egg-tubes. Description: These vessels are found only in close orbit of fire worlds (warm suns). Built by the advanced intellect lizard men of space as egg incu ators, they warm the eggs for new generations of lizard men. This helps guarantee that the hatchlings will be born smarter and stronger. Bloatfly ships represent the present pinnacle of liz- ard man ship design. Their metal construction incor: porates all the advanced gear the lizard men can devise, steal, or purchase. The black bloatflies have a distinctive spindle shape, tapering at the nose and tall, and studded with 18 wartlike bumps. Each of these bumps is a special type of turret, containing a double ballista mount. Two sets of skeletal wings or outrigger protrude from the Bloattly’s flanks. The rumor that these ships are being used for liz: ard man colonization is validating itself. Name: Bolaship Built By: Gnomes ‘Used Primarily By: Gnomes (who else?) Cost: 25,000 gp ‘Tonnage: 25 tons Hull Points: 25, Crew: 10/25 Maneuverability Class: D Landing—Land: Yes Landing—Water: Yes Armor Rating: 5 ‘Saves As: Thick wood Power Type: Bolawhip (special) ‘Ship's Rating: Special (maximum 6) ‘Standard Armament: 1 Bolawhip (F) Crew: 12 2 Light ballistae (A) Crew: Leach argo Capacity: 12" tons The Bolaship—perhaps the strangest contraption in fantasy space—is propelled physi cally through space by the movement of six whip. like appendages placed on the nose of the craft. These appendages also serve as the Bolaship’s main (and only) forward-facing weapon. As the bolas pick up speed, the ship's speed also increases. Each round, the ship can be accelerated ‘or decelerated by one SR. If the bolaship uses its \whiplike appendages to attack another ship, its SR immediately drops to 1, and it must accelerate all ‘over again. Twelve gnomes can be seen through the ‘windows, pedaling wildly to keep the bolas moving. When the Bolaship strikes with its whip, each of the six appendages must make a separate attack for hull point (1410 hit points) of damage. If the attack roll results in a 1, that particular bolawhip breaks and the ship's maximum SR is penalized by one point. If all six break, the whip ship is immobilized. SHIPS OF THE SPELLIAMMER UNIVERSE Name: Caravel Built By: Groundling humans Used Primarily By: Groundling humans Cost: 10,000 gp Tonnage: 10 tons Hull Points: 10 Crew: 8/10 Maneuverability Class: F Landing—Land: No Landing—Water: Yes ‘Armor Rating Saves As: Thick wood Power Type: Major or minor helm ‘Ship's Rating: As per helmsman Standard Armament: 1 Medium ballista (360°) Crew: 2 Cargo Capacit; Keel Length: 70° Beam Width: 20° 5 tons Description: Unfortunately, the most common form Of first-time ship an adventurer is likely to own is something along the lines of a Caravel. This ship is a cheap vessel with low armor rating and maneuver- ability, little capacity to maintain a crew above the listed minimums, and woefully inadequate weapon- ry. This is the type of ship created by groundling ad- venturers who happen upon a spelljamming helm in the ruins of an ancient civilization or in the remains of a larger, unsalvageable crashed spelljamming ship. If such an adventuring team survives their first ad: venture into space and discovers other civilizations with better, more refined ships, they quickly junk the Caravel for at least a Tradesman. As a result, Coasters, Cogs, Caravels, and the like are often abandoned by their owners, who wise up and leave them propped on the side of an asteroid base as a source of lumber and scrap. Name: Cargo Barge Built By: Humans Used Primarily By: Humans, mind flayers, neogi Cost: 25,000 gp Tonnage: 25 tons Hull Points: 25, Crew: None Maneuverability Class: F Landing—Land: No Landing—Water: Yes Armor Rating: 8 Saves As: Thick wood Power Type: None*; 15% have minor helm back-up Ship's Rating: None or as per helmsman Standard Armament: None Cargo Capacity: 20 tons Keel Length: 40° Beam Width: 20° *100% of mind flayer craft are fitted with series helms. Description: These unglamorous, usually battered spacecraft are simple boats dominated by massive hitching-bollards for towing. In some cases, these vessels have high, removable side walls used to make carried cargo more secure. Towed barges decrease the MC of the towing ship by one step for every Barge towed. If the tonnage of the Barges exceeds the limitations of the helm type, neither the Barges nor the towing vessel can move. In times of crisis (e.g., a pirate attack), the lost ma- nueverablitiy can be regained simply by cutting the tow lines, either abandoning the Barge or (a favorite neogi trick) turning it into an immense ram. Simple but extremely useful, Barges are mainly used to haul freight—either trading goods or, in the case of the infamous illithid slave boats, captives. Since they increase the size of the towing ship's air pocket, they are often carried by explorers and aban- doned on the way. a eeaeaeeeeeee =o 12 SHIPS OF THE SPELIAMMER UNIVERSE Name: Catamaran Built By: Humans Used Primarily By Cost: 500 gp Tonnage: I ton Hull Points: 1 Crew: 2/1 Maneuverability Class: Landing—Land: Yes Landing—Water: Yes Armor Rating: 9 ‘Saves As: Thin wood Power Type: Non-magical helm Ship's Rating: 4 ‘Standard Armament: None. Cargo Capacity: None 5° : Humans Description: The Catamaran is a very small craft, commonly used for pleasure trips into low planetary orbit or as an escape vessel. It has two parallel hulls, connected by perpendicular struts to hold the craft together. Its tall, broad sail makes the vessel very maneuverable. Using nearby gravitational forces, the sail also allows the craft to move at SR 4. If the craft is in space that would normally allow a ship to enter spelljamming speeds, the ship's SR is reduced to 2 and its Maneuverability dips to D. In order to maneuver the craft, the crew members must lean far over the side, holding onto the sail to catch the gravitational pulls. if the sail is ever re moved due to a Critical Hit or a direct hit to the sail or mast, the craft's maneuverability drops to G and it travels in a straight line at its last SR. Whenever the craft is hit in combat, all crew mem- bers must roll a Dexterity check (penalized by the ship’s SR) to stay aboard. Those who fail fall through the ship's gravity plane and are lost at the end of the next round. If the ship breaks up, only 1d2 large, atmosphere-sustaining pieces will be left. Name: Citadel Built By: Dwarves Used Primarily By: Dwarves Cost: 100,000-600,000 gp Tonnage: 300 tons (and up) Hull Points: 300 Crew: 100/300 Maneuverability Class: E Landing—Land: No Landing—Water: No ‘Armor Rating: 0 Saves As: Stone Power Type: Forge Ship's Rating: 1-3 Standard Armament: 1-4 Heavy catapults (360°) Crew: 5 each 2-8 Medium catapults (360°) Crew: 3 each 3-12 Light catapults (360°) Crew: I each 3 heavy jettisons (360°) Crew: 4 each Cargo Capacity: 150 tons Keel Length: 250° Beam Width: 200° Description: The Citadel is the smallest and most common of the mobile asteroids used by the ‘dwarves as a combination home and base. The larger the asteroid, the more busy dwarves it can hold to power its forge: as a result, larger asteroids have higher SR values. The largest Citadel that may move by forge-power is 700 tons. Ships greater than 700 tons have an SR of | and are incapable of spelljamming speeds, tak- ing years to travel from one planet to another—even in the same crystal sphere. This is why these very large ships tend to stay in orbit around planetary bodies for defense. * B SHIPS OF THE SPELLIAMME Name: Clipper Built By: Humans Used Primarily By: Giff Cost: 195,000 ap Tonnage: 65 tons Hull Points: 65 Crew: 18/65 Maneuverability Class: E Landing—Land: No* Landing—Water: Yes ‘Armor Rating: 4 Saves As: Metal (hull) or Wood (deck) Power Type: Major helm ‘Ship's Rating: As per helmsman ‘Standard Armament: 26 Bombards Crew: 3 each * 12 on starboard side 12 on port side * 1 aft (turret mounted for full arc firing) * 1 forward (turret mounted for full arc firing) Cargo Capacity: 23 Tons (usually used primarily for smokepowder, helmseekers, and Greek fire) Keel Length: 260° Beam Width: 40° *If an attempt is made to land on anything but water, the ship must make a saving throw versus Crushing Blow. If this save fails, the unstable Greek fire and smokepowder erupt, ripping the ship apart. This includes any attempt to land on another ship as well. If the Clipper ship explodes, the ship landed on receives damage as per a 1746 fireball Description: A Clipper ship is one of the finest water- sailing craft in the known worlds. It has three central- hull masts, one aft mast, and a bow mast, with several lateral sails between the masts. Regardless of the fact that it has 29 individual sails, Clippers still suffer from poor maneuverability in space, due to their “groundling” construction. The ship's heavy maneuvering also diminishes the effectiveness of the helmsman. This loss of function translates into a ‘one point SR penalty for any helmsman of a Clipper. Since giff are incapable of spelljamming themselves, they hire human mages (usually chaotic in align: ment and fond of spells that go "boom"). Originally built by the humans for water sailing and eventually for space travel, the trade craft was soon abandoned for faster and more maneuverable vessels. The giff, however, love the design and have upgraded its original armaments to complement their love of high explosives, pyrotechnic displays, and loud noises. ‘They have lined the port and starboard sides with 24 bombards, giving excellent “broadside” attacks whenever the opportunity arises. The giff, in fact, usually allow enemy craft to come in very close (with the illusion that the vessel is helpless) in order to use this lethal combat maneuver. This tactic entails the firing of every side, aft, and forward gun in range. ‘Those who survive such 2 barrage never close with a Clipper again. ‘The bow (front) and aft (rear) have one bombard apiece. These were installed after the giff lost several ships to wiser pirates who chose to stay out of the Clipper's side firing arcs. Whenever possible, giff Clippers travel in packs of at least two. This assures that a broadside attack can be made against a target within the aft or forward fir- ing arcs of another Clipper. This practice has greatly diminished their losses over the last decade or so. There is one deadly drawback to these vessels. Whenever a Fire critical hit is sanctioned against the Clipper, the vessel must make an immediate saving throw versus non-magical fire, using its Metal rating, If this saving throw fails, the fire immediately guts the deck, exposing the Greek fire and smokepowder in the lower decks. The next round, the ship ex plodes into a fireball so large that any ship in the ‘same hex must make a saving throw versus fire or suffer the effects of a 1746 fireball. ‘The giff often use a Clipper as the headquarters of their fleet. IF a aiff fleet is larger than 20 ships, at least three (1d4+2) of those ships will be Clippers. SHIPS OF THE SPELLIAMMER UNI Name: Coaster Built By: Groundling humans sed Primarily By: Groundling humans Cost: 10,000 gp Tonnage: 10 tons Hull Points: 10 Crew: 8/10 Maneuverability Class: F Landing—Land: No Landing—Water: Yes Armor Ratin ‘Saves As: Thick wood Power Type: Major or minor helm Ship's Rating: As per helmsman ~ Standard Armament: 1 Heavy ballista (360°) Crew: 4 oR 1 Heavy catapult (360°) Crew: 5 oR 1 Heavy jettison (APS) Crew: 4 Cargo Capacity: 5 tons Keel Length: 60° Beam Width: 20° Description: The Coaster is @ groundling coastal trader ship set with a major or minor spelliamming helm. Because it is a groundling vessel, the craft is clumsy and difficult to handle, reducing its SR by one step no matter how high in level the spelljam- ming priest or mage is. Name: Cog Built By: Groundling humans Used Primarily By: Groundling humans Cost: 20,000 gp Tonnage: 20 tons Hull Points: 20 Crew: 10/20 Maneuverability Class: F Landing—Land: No Landing—Water: Yes ‘Armor Rating: 9 Saves As: Thick wood Power Type: Major or minor helm Ship's Rating: As per helmsman ~ Standard Armament: None argo Capacit; Keel Length: 90 Beam Width: 20° 10 tons Description: The Cog is a groundling ocean trader, popular with merchants. Its design is woefully inede- quate for the rigors of arcane space, being both clumsy (hence the low MC and penalty to SR) and fragile (AC9). However, since it is comfortably famil- iar to groundlings new to arcane space, it is often used in the early stages of a culture's spacefaring era Most Cogs are incapable of defending themselves; ‘occasionally, the owners will mount a heavy or medi ‘um weapon on the ship's aft in order to protect their lives and cargo. This modification, however, is un- popular because it cuts into profits, lessening the ship's cargo capacity to seven tons. SHIPS OF THE SPELLIAMMER UNIVERS Name: Corbina Built By: Aarakocra Used Primarily By: Azrakocra Cost: 2,500 ap Tonnage: 5 tons Hull Points: 5 Crew: 1/5 Maneuverability Class: D Landing—Land: Yes Landing—Water: No ‘Saves As: Thin wood Power Type: Major or minor helm ‘Ship's Rating: As per helmsman +1 jament: Crew: 1 1 Light jettison (A) Crew: 2 Cargo Capacity: 2'/2 tons Keel Length: 60° Beam Width: 50° Description: These strange-looking craft are solely constructed by the spacefaring aarakocra. Its lack of sails makes the vehicle appear more clunky and un: wieldy than it actually is. However, like all aarakocra craft it gains +1 to its SR. Unlike most spelljamming craft, it cannot rise verti cally into the air. Instead, it needs 300 feet of flat sur- face in order to gain enough speed to lift off the ground. The helmsman controls the pitch of the fron- taland rear wings which, in turn, control the craft's lift, and dive capabilities. The vessel's tail (the vertical rudder) controls the craft's ability to turn. Even with the most highly magical equipment, the highest MC available to the craft is B. The ship cannot be armor plated, as the wings will not support the added weight of the metal. Name: Cuttle Command Built By: Humans, mind flayers Used Primarily By: Human wizards Cost: 100,000 gp Tonnage: 100 tons Hull Points: 100 Crew: 30/100 Maneuverability Clas: Landing—Land: Yes Landing—Water: No ‘Armor Rating: 8 Saves As: Thick wood Power Type: Major helm ‘Ship's Rating: As per helmsman Standard Armament: ‘4 Heavy ballistae (1-FP, 1-FS, 2-360°) Crew: 4 each 2 Heavy catapults (360°) Crew: 5 each 1 Heavy jettison (A) Crew: 4 Cargo Capacity: 50 tons Description: The Cuttle Command is a ten-story-tall tower in space. It is even taller than itis wide. It main- tains its gravity plane by having large weapons on four of the eight tentacles. These tentacles extend ‘out far enough horizontally to change the orienta- tion of the gravity plane to a horizontal axis running through the eyes of the Cuttle. As a result, the Cuttle is much bulkier and nowhere near as maneuverable as a ship built along more normal lines. The Cuttle was originally built for the Unhurnan Wars asa mobile command base. It was primarily de- signed and used by humans, using many of the same design techniques as the Octopus. The Cuttle ap- pealed to human wizards in particular (despite the natural laws of space survival, wizards felt safer in a towerlike setup). Vintage Cuttles are now mostly abandoned or torn apart for salvage. SHIPS OF THE SPELLIAMN RSE Name: Damselfly Built By: Humans Used Primarily By: Humans Cost: 30,000 gp O tons Crew: 2/10 Maneuverability Class: D Landing—Land: Yes Landing—Wates Armor Rating: 4 Saves As: Metal Power Type: Major or minor helm Ship's Rating: As per helmsman Standard Armament: 1 Heavy ballista (FPS) Crew: 4 OR 1 Heavy catapult (FPS) Crew: 5 OR | Heavy jettison (A) Crew: 4 Cargo Capacity: 5 tons Keel Length: 100° Beam Width: 20° Description: A second generation version of the Dragonfly, the Damselfly has the same general con: figuration but has been totally redesigned along its, main body. The thin wood has been replaced with metal and other harder substances, and all exposed decks are covered. A sliding hatch just behind the wings is used for the ship's single heavy weapon, though some versions use this for cargo space, turn: ing the aft section into @ weapon deck instead. ‘The Damselfly is a hermit’s ship, used by those who want to shut the universe out. It is very popular among the more daring smugglers, particularly in areas where open warfare is common or the local au: thorities have the power to back up a blockade. Name: Deathglory Built By: Gnomes Used Primarily Bi Cost: 210,000 gp Tonnage: 70 tons Hull Points: 70 Crew: 18/70 ‘Maneuverability Class: D Landing—Land: No Landing—Water: Maybe (leaks badly!) Armor Rating: 6 Saves As: Metal Power Type: Gnomish major helm ‘Ship's Rating: As helmsman ~1 (due to spell reflector) ‘Standard Armament: 2 Medium ballistae (1-F, 1-A) Crew: 2 each 2 Medium catapults (2-FPS) Crew: 6 each 1 Medium jettison (A) Crew: 3 2 Tangle line guns (1-FP, 1-FS) Crew: 4 each 2 Water cannons (2-F) Crew: 3 each 35 tons Description: This gnomish dreadnever-class ship ac- tually works! These top-heavy vessels are ruggedly overbuilt and equipped with the best gnomish weap- ons and technology. A Deathglory has outrigger weapon spars jutting from its sides, ending in weap- on batteries reached by covered crawiways. Weap- ‘ons located here command larger fields of fire than those of more conventional ships. Deathglories are kept busy escorting gnomish merchant ships along favored trade routes and through pirate hunting grounds, as well as exploring for new worlds to settle. SHOPS OF THE SPELLIAMMER UNIVERSE Name: Deathspider Built By: Neogi sed Primarily By: Neogi Cost: 500,000 gp Tonnage: 100 tons Hull Points: 100 Crew: 30/100 Maneuverability Class: E Landing—Land: No Landing—Water: No Armor Rating Saves As: Crystal Power Type: Major helm Ship's Rating: As per helmsman Standard Armament: 1 Heavy catapult (1-A) Crew: 5 1 Heavy jettison (1-A) Crew: 4 4 Heavy ballistae (2-F, 2-APS) Crew: 4 each Grappling ram (F) Cargo Capacity: 50 tons Keel Length: 175’ (excluding legs) Beam Width: 50° Description: As one of the largest of the standard ships of space, the Deathspider is the pride and joy of the neogi fleet. Its large size and distinctive shape make this craft easily recognizable. As a result, itis usually attacked on sight. This huge ship usually carries only eight neogi (in- cluding their spelljamming mage), each with its own umber hulk attendant. The remainder of the crew is made up of human, demi-human, and humanoid slaves, who toil in the depths of the ship, forestalling the day when they will be served up as a main course for the crew. A standard crew takes as much air as 34 normal humans. In times of war, the standard crew ‘complement is more than tripled. Asingle Deathspider can carry up to 16 Urchins or an entire Mindspider inside its hollow abdomen. Name: Dolphin, Battle Built By: Human sed Primarily By: Any race Cost: 70,000 gp Tonnage: 50 tons (70 with Shuttle) Hull Points: 70 Crew: 12/70 Maneuverability Class: D Landing—Lan Landing—Water: No (see below) Armor Rating Saves As: Thick wood Power Type: Major helm Ship's Rating: As per helmsman Standard Armament: 2 Medium catapults (2-FSP) Crew: 3 each Cargo Capacity: Keel Length: 25 Beam Width: 30° Description: The graceful Battle Dolphin is the lat- est human ship in any quantity in the void. It com- bines a number of design features necessary to human travel, commerce, and comfort in space. Like the hard-shelied Nautiloid, the bulk of the Battle Dol phin is enclosed. Its upper surveillance level is placed above the decks of most opposing ships. Most importantly of all, the Galleor-like portion of the upper deck can separate from the main ship and make planetary landings. This small Shuttle is less likely to attract attention in groundling ports than more exotic spacegoing vessels. The Battle Dolphin, sometimes just called the Dol. phin, is quickly becoming a populer ship for adven: turers and other small parties, in particular those that need to make planetfall on large worlds filled with excitable groundlings. The lander unit allows access to most worlds without arousing attention, while the main body of the ship is laid out to meet the challenges of wildspace. The landing craft of the Battle Dolphin is called the Dolphin-Shuttle. SHIPS OF THE SPELLIAMMER UNIVERSE Name: Dolphin-Shuttle Built By: Humans Used Primarily By: Any race Cost: 10,000 gp Tonnage: 20 tons Hull Points: 20 Crew: 4/20 Maneuverability Class: C Landing—Land: No Landing—Water: Yes ‘Armor Rating: 6 Saves As: Thin wood Power Type: Major or minor helm Ship's Rating: As per helmsman Standard Armament: None Cargo Capacity: 15 tons Keel Length: 40° Beam Width: 15 Description: The Dolphin Shuttle is the Galleon-like portion of the Battle Dolphin, able to separate from the main ship and make planetary landings. This re- movable shuttle is necessary since the Battle Dol- phin is unable to make safe planetary landings of any kind. It also has the advantage that a small Galleon is less likely to attract unwanted attention from unen- lightened groundlings then, say, a Nautiloid or a fully-armed Hammers! Please see the Battle Bolphin entry for more infor mation on this unique configuration. Name: Dragonfly Built By: Humans Used Primarily By: Humans, elves Cost: 5,000 gp Tonnage: 10 tons Hull Points: 10 Crew: 3/10 ‘Maneuverability Class: C Landing—Land: Yes Landing—Water: No Armor Rating: 8 Saves As: Thin wood Power Type: Major or minor helm Ship’s Rating: As per helmsman Standard Armament: 1 Light ballista (F) Crew: 1 oR 1 Light catapult (A) Crew: 1 Cargo Capacity: 5 tons Keel Length: 100’ Beam Width: 20° Description: The Dragonfly, with the Tradesman, is ‘one of the workhorses of space. Its small size and good maneuverability make it ideal for transporting ‘small groups, very important persons, and small packages. These features also make the Dragonfly the ideal ship for smuggling and fast exploration. The Dragonfly is also highly recommended as 2 wizard's ship. A truly antisocial mage can load his supplies on board and turn the Dragonfly into a mo- bile laboratory and workshop, placing himself liter ally millions of miles from nowhere where he can work in relative peace. A large number of Dragon: flies found in the various systems were once used for this exact purpose, abandoned when their masters moved on or died as a result of their experiments. ‘The Dragonfly is capable of being handled, though badly, by one person, but it operates best with a three-man crew. SHIPS OF THE SPELLIAMMER UNIVERS Name: Dragonship Bullt By: Shou Lung humans of Toril Used Primarily By: Shou Lung humans of Toril Cost: 45,000 gp Tonnage: 45 tons Hull Points: 45 Crew: 20/45 Maneuverability Class: D Landing—Land: No Landing—Water: Yes Armor Rating: 5 Saves As: Thick wood Power Type: Major or minor helm Ship's Rating: As per helmsman Standard Armament: 2 Medium ballistae (2-FSP) Crew: 2 each Cargo Capacity: 22 tons Keel Length: 150) Beam Width: 20’ Description: As a rule, groundling nations tend not to think about the empires that battle far over their heads. The chief exception is the Toril empire of Shou Lung, which has recently become a noted pres- ence throughout Realmspace and beyond. The chief mission of a Shou Dragonship is to seek out the unusual, the odd, and the new, and bring it back to the spiritual center of the universe (the em: peror’s palace in Shou Lung). So far, such wonders as a captured neogi (thought to be a fiend), a preserved orbus, and a crown of the stars have been returned and presented to the emperor. Of course, some Shou captains exposed to the marvels of arcane space be gan to wonder why they had thrown-in with some small-time emperor when, there are whole worlds waiting to be discovered or even conquered. The re- sult is @ large number of Dragonships no longer loyal to the emperor. Such rogue ships often turn to piracy, and 2 few even end up in the hands of adven- turers. Built By: Viking groundling humans Used Primarily By: Viking groundling humans Cost: 10,000 gp. Tonnage: 10 tons Hull Points: 10 Crew: 20/10 Maneuverability Class: F Landing—Land: No Landing—Water: Yes Armor Rating Saves As: Thick wood Power Type: Major or minor helm Ship's Rating: As per helmsman Standard Armament: 1 Heavy ballista (F) Crew: 4 OR 1 Heavy catapult (F or A) Crew: 5 oR 1 Heavy jettison (A) c . Cargo Capacity: 7 tons Keel Length: 100" Beam Width: 20° Description: The Drakkar isa large longship used by ‘king peoples. It requires more people to operate it than its tonnage can comfortably support and there- fore is not a good ship for long voyages. The ship is good for short-term raids and piracy, and this is its main purpose. It is (occasionally) used in legal trade as well. SHIPS OF THE SPELLIAMMER UNIVERSE Name: Dreadnought Built By: Mind flayers Used Primarily By: Mind flayers Cost: 90,000 gp ‘Tonnage: 90 tons Hull Points: 90 Crew: 20/90 (usually 25 mind flayers) Maneuverability Class: E Armor Rating: 4 Saves As: Thick wood Power Type: Pool helm Ship's Rating: 5 Standard Armament 2 Heavy catapults (2-F) Crew: 5 each 4 Medium ballistae (1-P, 1-AP, 1-S, 1-AS) Crew: 2 each 1 Heavy jettison (A) Crew: 4 each Piercing ram (F) Cargo Capacity: 45 tons Keel Length: 175° Beam Width: 95° Description: The newest and largest ship in the illithid fleets, the Dreadnought represents the fullest exploitation yet of the pool helm to produce ships above 50 tons but still beneath the apparent 100:ton maximum. The Dreadnought looks like a great snai shell laid on its side and resting on two hulls. The hulls are similar to the forward halves of the standard Nautiloid, the workhorse of the illithid fleets. One of, the hulls is the command hull and contains the off ccer's quarters, while the other is the battle hull and used for ramming. Both hulls mount catapults for assaults. ‘One mind flayer is deadly, but 25 of them, the maximum number to be found on a Dreadnought, area disaster waiting to happen. Luckily, these ships are still relatively rare. Name: Dromond Built By: Groundling humans Used Primarily By: Groundling humans Cost: 8,000 gp Tonnage: 16 tons Hull Points: 16 Crew: 10/16 Maneuverability Clas: Landing—Land: No Landing—Water: Yes ‘Armor Rating: 9 ‘Saves As: Thin wood Power Type: Major or minor helm ‘Ship's Rating: As per helmsman ‘Standard Armamer 3 Heavy ballistae (2-FPS, 1-A) Crew: 4 each OR 3 Heavy catapult (2-FPS, 1-A) Crew: 5 each OR 3 Heavy jettison (I-A, I-AP, 1-AS) ‘Crew: 4 each ‘OR ANY COMBINATION OF THE ABOVE Cargo Capacity: 8 tons Keel Lengt Beam Widtt Description: The Dromond is a groundling vessel converted for use in fantasy space. Its low cost and size make it a relatively good choice for initial star voyages, but its fragile nature leaves much to be de sired. Those who own this craft tend to be very quick in surrendering to pirates and privateers unless they can outrun them; the weaponry on board is meant more to discourage attackers than to actually be used to defend the ship. Ambushes by neogi and mind flayer slavers, however, are another story, as ‘many spelljamming races prefer a quick death in battle to the type of slavery practiced by the neogi or illithids, CX MX SHIPS OF THE SPELLIAMMER UNIVERSE Name: Eagle Ship Built By: Aarakocra sed Primarily By: Aarakocra Cost: 35,000 ap Tonnage: 35 tons Hull Points: 35 Crew: 8/35 ‘Maneuverability Class: C Landing—Land: Yes Landing—Water: Yes ‘Armor Rating: 6 Saves As: Thick wood Power Type: Major or minor helm ‘Ship's Rating: As per helmsman +1 Standard Armament: 2 Heavy jettisons (2-A) Crew: 4 each 2 Medium ballistae (1-P, Crew: 2 each 1 Light catapult (360°) Cre Cargo Capacit Keel Length: 150° Beam Width: 50° 1.8) Description: The Eagle Ship is a fairly recent devel- ‘opment; as such, very few have been spotted in wild space and even fewer in the phlogiston. The ship maneuvers by slanting its wings when it turns, giving a relatively high MC. Aarakocra shamans and mages have only modest spelicasting abilities, re sulting in relatively low SRs; however, aarakocra un- derstanding of aerodynamics translates intoa +1SR for any of their ships. The aarakocra seem to be more concerned with defense than with offensive capabilities—hence the ‘two heavy jettisons in the aft. Preferring to run from battle whenever possible, the aarakocra have found that these jettisons help deter unfriendly pursuit. The ships were designed for exploratory expedi- tions. The low crew needs allow them to travel for long periods of time in search of their brethren. Name: Eel Ship Built By: Early humans or insectoid race? Used Primarily By: Humans Cost: 10,000 gp Tonnage: 20 tons Hull Points: 20, Crew: 4/20 Maneuverability Class: C Landing—Land: No Landing—Water: Yes ‘Armor Rating: 6 Saves A: wood Power Type: Furnace (15%); major or minor helm. (85%) ‘Ship's Rating: 2 (Furnace) or as per helmsman. Standard Armament: 1 Medium ballista (F) Crew: 2 1 Medium catapult (A) Crew: 3 Cargo Capacity: Keel Length: 110’ Beam Width: 15° tons Description: An earlier, cruder version of the Lam- prey, these slim vessels are popular for planetary de- fense. They are also used by pirate raiders unable to get anything better or by commandos conducting stealthy hit-and-run damage missions The origin of this small, dangerous-looking craft is, unknown. A persistent rumor declares that they were first used by an insectoid race, either the precursors een or a highly intelligent race of giant wasps. Others believe this to be an early human de- sign sacrificing crew comfort for efficiency. Whatever their origin, these ships quickly became popular, and when helms began to replace early fur- naces, they became even more attractive. Primarily 2 short range combat craft, Eel Ships were used as escorts against the goblinkin in the early days of hu- man spacefaring and as the ships of pirates and oth- er reavers, @ purpose they serve to this day. SHIPS OF THE SPELIAMMER UNIV Name: Flitter Built By: Elves Used Primarily By: Elves Cost: 4,000 ap Tonnage: 1 Ton Hull Points: | Crew: 1 Maneuverability Class: B Landing—Land: Yes Landing—Water: Yes Armor Rating: 8 Saves As: Ceramic Power Type: Non-magical: major or minor helm Ship's Rating: 2 (Non-magical) or as per helmsman ‘Standard Armament: None Cargo Capacity: None Keel Length: 2 Beam Width: 5° Description: The Flitter is one of the smallest stand- ard ships in fantasy space and is little more than @ modified heim tucked within a small butterfly frame. It carries a single passenger/captain/helmsman, who sits just ahead of the wings. The Flitter is really noth: ing more than an extension of the user's own form. The Flitter is not recommended for long trips, given its small size and delicate construction. It has insufficient interior space for anything but personal items in a tiny cargo hold. The ships is too small to carry any large weaponry. Large elven warships of the Armada class carry @ number of depowered Flitters (SR 2). While these ships cannot manage interplanetary flight, they are capable of attacking enemy ships. Controls are set into the seat of the Flitter, and the ships are manned by archers or mages who soften up a target before the main attack. These depowered versions of the Flitter are also used for planetfall, since the elves have a strict policy of not allowing any helm-carrying ship to touch ground. Name: Flying Pyramid Built By: Human followers of Ptah? Used Primarily By: Undead humans Cost: 180,000 gp. Tonnage: 90 tons Hull Points: 90 Crew: 6/90 ‘Maneuverability Class: F Landing—Land: Maybe (40%) Landing—Water: No ‘Armor Rating: 1 Saves As: Stone Power Type: Death helm or furnace (90% have both, 10% lack a furnace) Ship's Rating: 2 (Furnace) or as per victim Standard Armament: 10 Heavy ballistae (3-F, 2-P, 2S, 3-A) Crew: 4 each 10 Heavy jettisons (2-F, 3-P, 3S, 2-A) Crew: 4 each Description: A favorite space tavern tale is the ship- raiding of the Dark Pharaoh, an undead mummy of unusual powers who preys upon all spacefarers in his pyramidal ship to gain additional undead servitors. ‘The pharaoh is said to plan @ kingdom of undeath in the stars and seeks to bring ships under his sway. Wise spacefarers speak of more than one pyramid jp: ancient vessels of Ptah-worshippers or temple: ships of similar deities whose influence waned until they have been forgotten in space. They do exist and have been found as planetary defense craft in human-dominated spheres, as undead raiders, drift ing derelicts, and even as dwarven shuttles, traveling from a worked-out Citadel ship to an asteroid select: ed as their new ship. Many Pyramid ships have Wreckboats or Flitters hidden inside, waiting to take the crew to safety should the mother ship break up. SHIPS OF THE SPELLIAMMER UNIVERSE Name: Galleon Built By: Groundling humans Used Primarily By: Groundling humans Cost: 40,000 ap. ‘Tonnage: 40 tons Hull Points: 40 Crew: 20/40 Maneuverability Class: E Landing—Land: No Landing—Water: Yes Armor Rating: Saves As: Thick wood Power Type: Major or minor helm Ship's Rating: As per helmsman Standard Armament: 1 Light catapult (A) Crew: 1 2 Medium ballistae (1-FP, 1-FS) Crew: 2 each Cargo Capacity: 20 tons Keel Length: 130° Beam Width: 30° Description: The Galleon is the best ocean going craft that groundling nations can bring into space. It is nothing more than a sailing ship with a spell jammer helm, purchased or salvaged from some wreck, attached. Of the peoples of the known worlds, only the na tions of Shou Lung and Wa on Toril sponsor a reali: tic approach to space travel. Other nations dabble, though, and the most thoughtful of them use the Galleon as their vessel of choice. Bulky and slow, i still gets the job done, and its large cargo hold can ‘carry a great deal of spoils from other lands across known fantasy space. ‘The standard choice of weaponry is listed above, but many nations upgrade their Galleons to make them better able to defend themselves. At the sai fice of five tons of cargo space, a Galleon can carry four additional light weapons, giving the ship a lethal, broadside attack. Name: Galleon, Spacesea Giant Built By: Spacesea giants Used Primarily By: Spacesea giants Cost: 120,000 ap Tonnage: 60 tons Hull Point: Armor Rating Saves Asi Stone Power Type: Major helm Ship's Rating: As per helmsman Standard Armament: 3 Heavy ballistae (FPS) Crew: 2 giants each 11-20 Giants throwing boulders (360°) Damage: 3410 hit points or 143 Hull Points Cargo Capacity: 30 tons Keel Length: 200’ Beam Width: 50° Description: These huge stone Galleons are larger than the standard Galleon to accommodate their gi- ant owners’ greater size. Like their groundling ances- tors, the spacesea giants feel more comfortable with a large mass of rock under their feet (see MC7 for more information on the spacesea giant). With the ‘exceptions above, the spacesea Galleon is not much different than its human groundling counterpart. For every 10 giants, one is an elder who can use stone shape, stone tell, and transmute rock to mud as 7th level mage. They can use their magical abilities and the ever-present boulders to repair their ship even while in combat, Each boulder yields enough ‘material to repair 1d4 points of hull or mast damage. Rigging damage cannot be repaired in this manner. None of these magical powers are useable while their ship is in the phlogiston Name: Great Bombard Built By: Giff Used Primarily By: Git Cost: 100,000 ap Tonnage: 40 tons Hull Points: 40 Crew: 20/40 Maneuverability Clas: Landing—Land: No Landing—Water: Yes ‘Armor Rating: 6 Saves As: Thick wood Power Type: Major or minor helm Ship's Rating: As per helmsman Standard Armament: 1 Great bombard (F) Crew: 5 2 Light ballistae (1-AP, 1-AS) Crew: leach Blunt ram (F) Cargo Capacity: 20 tons Keel Length: 140° Beam Width: 20° Description: The Great Bombard resembles a single: decked bireme, a groundling craft initially used as the frame for earlier versions of this vessel. Its row. ing banks are planked over and its prow replaced with a huge bombard of cold iron banded with steel rings that runs fully half the length of the ship. The Great Bombard is dominated by the gun that gives it its name. This gun costs 60,000 gp when available at all, has a range of 2,000 yards (4 hexes), and does 2-24 (2412) Hull Points or 3-30 (3d10) hit points of damage per strike. It can fire once every three rounds and has a THACO of 16, inflicting a Cri ical Hit on any roll of 19 or 20. It takes @ prodigious 20 charges of smokepowder to fire a single shot. The crew sizes listed above are for M-sized crea: tures; 10 giff are sufficient to manage both the ship and its gun. SHOPS OF THE SPELLIAMMER UNIVERSE Name: Great Galley Built By: Groundling humans Used Primarily By: Groundling humans Cost: 20,000 gp Tonnage: 20 tons Hull Points: 20 Crew: 15/20 Maneuverability Class: Landing—Land: No Landing—Water: Yes ‘Armor Rating: 7 Saves As: Thick wood Power Type: Major or minor helm ‘Ship's Rating: As per helmsman ~1 ‘Standard Armament: ‘3 Heavy ballistae (I-F, 1-P, 1-S) Crew: 4 each oR 3 Heavy catapults (1-F, 1-P, 1-S) Crew: 5 each OR 3 Heavy jettisons (1-A, 1-AP, 1-AS) Crew: 4 each OR ANY COMBINATION OF THE ABOVE 10 tons Description: The Great Galley is a groundling vessel powered by slave or freeman rowers; its poor adapt- ability to wildspace takes the form of a ~ I penalty to its Ship Rating. Often experimental wizards take an entire Galley team into space in their first exper ment with spelljamming technology. This all too of- ten leads to no further experiments for the more ‘audacious and less cautious mages, since the crew quickly exhausts the ship's air envelope and dies. SHIPS OF THE SPELLIAN MER UNI Name: Hammership Built By: Humans, lizard men Used Primarily By: Humans, lizard men, mind flayers, some elves. Cost: 60,000 gp Tonnage: 60 Tons Hull Points: 60 Crew: 24/60 Maneuverability Class: D Landing—Land: No Landing—Water: Yes Power Type: Major helm Ship's Rating: As per helmsmen Standard Armament: 2 Heavy catapults (I-A, 1-360°) Crew: 5 each 1 Heavy ballista (360°) Crew: 4 Blunt ram (F) Cargo Capacit; Keel Length: 250° Beam Width: 25° 0 tons. Description: Another standard human ship of space, the Hammership is both powerful and roomy, capa- ble of withstanding large amounts of punishment and dealing out a massive amount with its blunt ram. Hammerships are found throughout known space with small modifications to their design and weapon specifications. ‘A Hammership requires @ larger crew than the more common Squid Ship but can carry more cargo. Though not commonly used as a pirate vessel, the Hammership is the favorite craft of some of the more stylish and brazen pirates and privateers in known space. The Hammership is also a common transport craft, capable of hauling many men across space and returning with supplies to support an invasion of any size, Name: Hummingbird (Unique) Built By: Humans Used Primarily By: Humans Cost: 18,000 ap Tonnage: 7 tons Hull Points: 7 Crew: 2/10 Maneuverability Class: A Landing—Land: Yes Landing—Water: No Armor Rating: 8 ‘Saves As: Thin wood Power Type: Major helm ‘Ship's Rating: As per helmsman ‘Standard Armament: ‘Special (F) Piercing ram (F) Cargo Capacity: 3 tons Keel Length: 100 Beam Width: 20° Description: The Hummingbird is a ship created by Thesalys engineers in Greatspace. tis typically used as a court ship, carrying vi magical energies of the spelljamming heim focus through the craft's wings, causing them to vibrate rapidly. This has the effect of constantly displacing the mass of the craft, making it appear to be less than its actual mass. This effect also gives the ship its MC A. So smooth is the vibration and so superior the engineering that the moving wings have no no- ticeable effect to someone on the craft ‘Although the ship's long beak is capable of serv- ing as a piercing ram, the Hummingbird’s main ‘weapon is a specialized form of magic missiles. Any mage not acting as helmsman who is capable of cast ing @ magic missile spell can make use of this weap- ‘on. The mage simply casts the spell at a crystal mounted on a pedestal. The missiles are absorbed, amplified, and launched out the end of the beak. The crystal launches one missile per round which deals one Hull Point of damage per missile cast into it. —a2 = SHIPS OF THE SPELLIAMMER UNIVERSE ‘Name: Hunter-Killer (Vodoni Assassin) Built By: Zalani Used Primarily By: Vodoni Cost: 240,000 gp ‘Tonnage: 60 tons Hull Points: 60 Crew: 10/60 Maneuverability Class: C Landing—Land: Yes Landing—Water: No Armor Rating: 5 Saves As: Ceramic Power Type: Major helm ‘Ship's Rating: As per helmsman ‘Standard Armament: 2 Medium ballistae (1-FS, 1-AP) Crew: 4 each 2 Medium catapults (1-FP, 1-AS) Crew: 6 each 2 Bombards (1-F, 1-A) Crew: 4 each 2 Medium jettisons (1-F, 1-A) Crew: 6 each Cargo Capacity: 30 tons Keel Length: 260° Beam Width: 40° Wingspan: 400' Description: The Hunter-Killer (also known as the Vodoni Assassin) is designed to look like a twin: headed, winged, smiling she-wolf. It looks the same from ahead and behind. The ship is wide but very manueverable, due to a swiveling mast that allows it to change course very quickly. The HunterKiller is the Vodoni ranged-combat war ship. Its specially designed ballistae, catapults, jettisons, and bombards allow the vessel to remain out of range of its opponents while attacking. These weapons have double the standard range and require ‘extra weaponeers to load and fire. Since the fall of the Vodoni empire, the secret of these weapons’ con: struction has been lost. Name: lambus Built By: Arcane Used Primarily By: Bardic humans Cost: 35,000 gp Tonnage: 35 tons Hull Points: 35, Crew: 4/35 Maneuverability Class: D Landing—Land: No Landing—Water: Yes ‘Armor Rating: 5 Saves As: Thick wood Power Type: Bardic helm Ship's Rating: As per Bard helmsman Standard Armament: 3 Light ballistae (1-FP, 1-FS, 1-APS) Crew: 1 each 1 Heavy ballista (F) Crew: 4 each Cargo Capacity: 17% tons Height: 150 Description: The lambus is a specialized ship de- signed specifically for a bardic helmsman. Musical proficiencies of any type can be used, but skill in the musical instrument attached to the ship's helm is mandatory to propel the ship. Acting like a major helm, the bardic helm gives the ship SR points in ac- cordance to the bard's experience level. As the bard plays his instrument, the ship moves forward. The music created has a soothing effect on the crew, who heal damage twice as fast as normal. However, the crew and helmsman are always sur: prised when attacked, being allowed to attack only in the second melee round of combat after a stand- ard initiative roll. ‘An lambus can appear in any shape, but each re- sembles (slightly) the musical instrument attached to the helm, q Ww es ay 20

You might also like